qskinny/examples/iot-dashboard/kirigami/scenegraph/shadowedrectanglenode.cpp
Peter Hartmann c199a3bb59
Add IOT dashboard example (#116)
* Add IOT dashboard example

* Add images

* more content

* add pie chart

* Add skin factories etc.

* more work on the pie chart

* Try to use quick shapes

* Revert "Try to use quick shapes"

This reverts commit df6b5b22a339173d2a70ed85744b598811c26b30.

Doesn't work that easily unfortunately.

* implement design

* Add fonts; for now as a resource

We should use fontconfig of course later

* improve menu bar

* implement top bar

* use QNanoPainter for circular graphs

* Revert "use QNanoPainter for circular graphs"

This reverts commit ba0263cb1c19462cc41063ec7087c95e176c8293.

Try with QQuickPaintedItem instead for now.

* use painted items for circular bar graphs (for now)

* use different colors

* use some gradients

all of this is very hackish still

* add to top bar

* fix fonts and time display

* implement usage

* implement indoor temperature

* implement Humidity

* implement My Devices

* fix opacity issue with devices

* make icons quadratic

with some quick fixes as usual

* Add diagram

* try to smooth out curves

* Add diagram caption

* use tiny font

* make caption smaller

* add wekdays

* add grid lines

* fix my devices

* add light intensity

* add box around each section

* rename Card to Box

* Put indoor temperature inside a box

* put Humidity in a box

* put the rest in a box

* some small stuff

* add kirigami code

* something works somehow

* maybe we don't need our own class

still some work to do, but the main thing works

* add shadow from outside

... because the class is not a QskControl

* fine-tune the layout

* cross compilation: Make sure examples find libraries at link time

* fix compilation for embedded target

* add night time skin

* add new button class to better style it

* more hints for the night time skin

* change hints for dimmer

* change hints for progress bars

* Use animator for light dimmer

* use animator for progress bars

* Add Kirigami code

It was on oversight that this was forgotten earlier. We could of course
strip this down a lot to the part that we are actually using (i.e. the
shadowed rectangle).

* fix build with new QSkinny version

* fix paddings, something in the API changed

* fix stretch factors

* fix build with new version

* clang tidy fixes

* fix unused parameter warnings

should clean this up properly

* beautify example

* use astyle

* style menu bar properly

* fix warning

* more size hints

* refactor skins

* more skin hints

* graphic label skin hints

* menu item states instead of own API

* main grid box styling

* top bar styling

* fix build

* style round progress bars

* style time

* style indoor temperature and humidity

* simplify temperature and humidity

* style some more

* style My Devices section

* style My Devices some more

* fix styles when switching between them

* style diagram

* style more elements inside diagram

* more diagram style

* fix skin changes

* style light intensity

* Fix Humidity

* fix light intensity layout and other stuff

* style light intensity

* style button value label

* style round button

* style button boxes some more

* style menu bar top label

* style menu bar icons

* remove ShadowBox, it is not used

* style shadow boxes

* remove QskShadowedRectangle

We are not using it

* style usage spacer

* fine tune

* Refactor diagram before replacing it

* Add Diagram drawn with OpenGL

* use new Diagram class

* Support more than one data point in a diagram

* change data points and colors a bit

* position caption box

* adapt the spline to show nice curves

* remove boost::math dependency

We just hardcode the values here so we can get rid of the dependency.

* Remove kirigami code that we don't need

We only need the shadow

* move kirigami code

* rename header guards

* add license headers

* rename some classes
2021-04-26 06:22:35 +02:00

210 lines
6.2 KiB
C++

/*
* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
*
* SPDX-License-Identifier: LGPL-2.0-or-later
*/
#include "shadowedrectanglenode.h"
#include "shadowedrectanglematerial.h"
#include "shadowedborderrectanglematerial.h"
QColor premultiply(const QColor &color)
{
return QColor::fromRgbF(
color.redF() * color.alphaF(),
color.greenF() * color.alphaF(),
color.blueF() * color.alphaF(),
color.alphaF()
);
}
ShadowedRectangleNode::ShadowedRectangleNode()
{
m_geometry = new QSGGeometry{QSGGeometry::defaultAttributes_TexturedPoint2D(), 4};
setGeometry(m_geometry);
setFlags(QSGNode::OwnsGeometry | QSGNode::OwnsMaterial);
}
void ShadowedRectangleNode::setBorderEnabled(bool enabled)
{
// We can achieve more performant shaders by splitting the two into separate
// shaders. This requires separating the materials as well. So when
// borderWidth is increased to something where the border should be visible,
// switch to the with-border material. Otherwise use the no-border version.
if (enabled) {
if (!m_material || m_material->type() == borderlessMaterialType()) {
auto newMaterial = createBorderMaterial();
newMaterial->shaderType = m_shaderType;
setMaterial(newMaterial);
m_material = newMaterial;
m_rect = QRectF{};
markDirty(QSGNode::DirtyMaterial);
}
} else {
if (!m_material || m_material->type() == borderMaterialType()) {
auto newMaterial = createBorderlessMaterial();
newMaterial->shaderType = m_shaderType;
setMaterial(newMaterial);
m_material = newMaterial;
m_rect = QRectF{};
markDirty(QSGNode::DirtyMaterial);
}
}
}
void ShadowedRectangleNode::setRect(const QRectF& rect)
{
if (rect == m_rect) {
return;
}
m_rect = rect;
QVector2D newAspect{1.0, 1.0};
if (m_rect.width() >= m_rect.height()) {
newAspect.setX(m_rect.width() / m_rect.height());
} else {
newAspect.setY(m_rect.height() / m_rect.width());
}
if (m_material->aspect != newAspect) {
m_material->aspect = newAspect;
markDirty(QSGNode::DirtyMaterial);
m_aspect = newAspect;
}
}
void ShadowedRectangleNode::setSize(qreal size)
{
auto minDimension = std::min(m_rect.width(), m_rect.height());
float uniformSize = (size / minDimension) * 2.0;
if (!qFuzzyCompare(m_material->size, uniformSize)) {
m_material->size = uniformSize;
markDirty(QSGNode::DirtyMaterial);
m_size = size;
}
}
void ShadowedRectangleNode::setRadius(const QVector4D &radius)
{
float minDimension = std::min(m_rect.width(), m_rect.height());
auto uniformRadius = QVector4D{
std::min(radius.x() * 2.0f / minDimension, 1.0f),
std::min(radius.y() * 2.0f / minDimension, 1.0f),
std::min(radius.z() * 2.0f / minDimension, 1.0f),
std::min(radius.w() * 2.0f / minDimension, 1.0f)
};
if (m_material->radius != uniformRadius) {
m_material->radius = uniformRadius;
markDirty(QSGNode::DirtyMaterial);
m_radius = radius;
}
}
void ShadowedRectangleNode::setColor(const QColor &color)
{
auto premultiplied = premultiply(color);
if (m_material->color != premultiplied) {
m_material->color = premultiplied;
markDirty(QSGNode::DirtyMaterial);
}
}
void ShadowedRectangleNode::setShadowColor(const QColor& color)
{
auto premultiplied = premultiply(color);
if (m_material->shadowColor != premultiplied) {
m_material->shadowColor = premultiplied;
markDirty(QSGNode::DirtyMaterial);
}
}
void ShadowedRectangleNode::setOffset(const QVector2D& offset)
{
auto minDimension = std::min(m_rect.width(), m_rect.height());
auto uniformOffset = offset / minDimension;
if (m_material->offset != uniformOffset) {
m_material->offset = uniformOffset;
markDirty(QSGNode::DirtyMaterial);
m_offset = offset;
}
}
void ShadowedRectangleNode::setBorderWidth(qreal width)
{
if (m_material->type() != borderMaterialType()) {
return;
}
auto minDimension = std::min(m_rect.width(), m_rect.height());
float uniformBorderWidth = width / minDimension;
auto borderMaterial = static_cast<ShadowedBorderRectangleMaterial*>(m_material);
if (!qFuzzyCompare(borderMaterial->borderWidth, uniformBorderWidth)) {
borderMaterial->borderWidth = uniformBorderWidth;
markDirty(QSGNode::DirtyMaterial);
m_borderWidth = width;
}
}
void ShadowedRectangleNode::setBorderColor(const QColor& color)
{
if (m_material->type() != borderMaterialType()) {
return;
}
auto borderMaterial = static_cast<ShadowedBorderRectangleMaterial*>(m_material);
auto premultiplied = premultiply(color);
if (borderMaterial->borderColor != premultiplied) {
borderMaterial->borderColor = premultiplied;
markDirty(QSGNode::DirtyMaterial);
}
}
void ShadowedRectangleNode::setShaderType(ShadowedRectangleMaterial::ShaderType type)
{
m_shaderType = type;
}
void ShadowedRectangleNode::updateGeometry()
{
auto rect = m_rect;
if (m_shaderType == ShadowedRectangleMaterial::ShaderType::Standard) {
rect = rect.adjusted(-m_size * m_aspect.x(), -m_size * m_aspect.y(),
m_size * m_aspect.x(), m_size * m_aspect.y());
auto offsetLength = m_offset.length();
rect = rect.adjusted(-offsetLength * m_aspect.x(), -offsetLength * m_aspect.y(),
offsetLength * m_aspect.x(), offsetLength * m_aspect.y());
}
QSGGeometry::updateTexturedRectGeometry(m_geometry, rect, QRectF{0.0, 0.0, 1.0, 1.0});
markDirty(QSGNode::DirtyGeometry);
}
ShadowedRectangleMaterial *ShadowedRectangleNode::createBorderlessMaterial()
{
return new ShadowedRectangleMaterial{};
}
ShadowedBorderRectangleMaterial *ShadowedRectangleNode::createBorderMaterial()
{
return new ShadowedBorderRectangleMaterial{};
}
QSGMaterialType *ShadowedRectangleNode::borderlessMaterialType()
{
return &ShadowedRectangleMaterial::staticType;
}
QSGMaterialType *ShadowedRectangleNode::borderMaterialType()
{
return &ShadowedBorderRectangleMaterial::staticType;
}